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發(fā)布時(shí)間:2012-10-02 16:41 來源:互聯(lián)網(wǎng) 作者:佚名
but itaffects how bright shadows and anything hit by the sun are. Sky scale IS directly the brightness of thesky.
If you findthe snow too blinding in daytime, the sunlight scale can lower the blindingeffect of it.
sunlightScaleMultiplierGlobal=1
skyScaleMultiplierGlobal=1
Eye adaptstrength is how strong the eye adaption is. RL is ~10-20.
eyeAdaptStrengthMultiplierGlobal=1
These are thecinematic parameters - brightness is around .25 to .5 for interiors in RL, around1 for vanilla.
Saturation isat 1.8 for RL, all over the place in vanilla. Contrast, same - standardized to near 1.0 in RL.
Saturationincreases the colors -> oversaturation is overcolorful, cartoonish,undersaturated is greyscale-esque.
saturationMultiplierGlobal=1
Brightnessdirectly controls the brightness of the scene, along with the Target Lum 1 andTarget Lum 2 variables.
brightnessMultiplierGlobal=1
Contrast isthe depth, the sharpness, of the difference in colors.
contrastMultiplierGlobal=1
These are thetinting settings - in RWX format, so RGB but on a 0 to 1.0 scale, floatingpoint.
The defaultvalues are similar for RL and vanilla, but range all over depending on the typeof area.
Keep changessmall - small changes will make a drastic difference.
Changes willbasically tint the entire game - if you multiply red, everything will have areddish tinge to it (or be entirely red).
redMultiplierGlobal=1
greenMultiplierGlobal=1
blueMultiplierGlobal=1
alphaMultiplierGlobal=1
These areDepth of Field multipliers. I recommendonly changing globals.
DOFStrengthMultiplierGlobal=1
DOFDistanceMultiplierGlobal=1
DOFRangeMultiplierGlobal=1
GLOBALMODIFIERS
These areglobal modifiers - they are added on (or subtracted) after the multiplicationis done.
Refer to theGlobal Multipliers section for definitions on each variable.
eyeAdaptSpeedModGlobal=50
bloomRadiusModGlobal=0
bloomThresholdModGlobal=0
bloomScaleModGlobal=0
targetLum1ModGlobal=0
targetLum2ModGlobal=0
sunlightScaleModGlobal=0
skyScaleModGlobal=0
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